uniform vec3 eyeposw;
varying vec3 refvec;

void main()
{
   vec3 posw = vec3(gl_ModelViewMatrix * gl_Vertex);
   vec3 normw = normalize(gl_NormalMatrix * gl_Normal);
   vec3 veciw = posw - eyeposw ;
   
//    refvec = normalize(reflect(veciw,normw));
   refvec = normw;
//    refvec = normalize(reflect(posw,normw));
   
   gl_Position = ftransform() ;
}